First - don't place the TF is stupid places. Likewise your PG. If you think I am degrading your intelligence, think again. I've seen PGs beside vents where I can lerk my brains out all over them. Satcomm is a prime example. TF/PG beside vent also opens the door wide for gorge bilebombs.
Second - the trick to holding holo (and most RTs) is not being IN holo. Defend the routes INTO holo, not holo itself. Once any alien gets into a room it'll case it for hidey holes vulernable holes. Aliens can switch from any class to another, so if they spot a hole they can exploit it much more quickly than a marine can.
Third - if you defences are AROUND holo and one alien gets past, its cheaper to replace two RTs than your entire turret farm, PG, Armory, IP, CC, etc etc etc. If you've turrets around holo at choke points leading to it, then if the aliens get past you've only to worry about the RTs, whereas your valuable choke points are still standing.
Thats all IMHO but seriously, too many RTs are lost because the Comm digs in AT the RT, not a more strategic point close by.
Holoroom, eh? Up on top of the covering for the walkway leading to Processing?
Little known secret, there is a grill there. Walk under the bilebombing gorge, and shoot him in the tummy. If he's dodging the shots coming up through the grill, someone else in the room will get a shot at him.
And range on bile isn't great. Build back a ways, make him walk into view to bile. And weld.
I hate commanders that place things in easy bilebomb range of vents, except when I love commanders that place things in easy bilebomb range of vents. Depends on if I'm bombing or being bombed.
Even if you are forced to build in a bomb-able place, you can minimize damage by spreading things out. 3 turrets right next to each other are just asking for a bombing, but if you put some space between them they will take longer to kill, and give you a chance to react.
It also has the added bonus of being an onos deterrent. Charge doesn't work as well when you can't hit more than one building at once, and onos tend to get slowed down alot by scattered turrets, rather than a small group they can jump over. Slowing down an onos means you have more time to kill the bugger.
i was applying the bile bomb tactic in a hera game recently. i was in the vent between holoroom and hera reception. i had built 2 def and 2 movements in the taller portion of the vent and was bilebombing like a madman. the only counter that the marines had was taking potshots at me with their pistol. i took out 2 sieges, and obs, an elec tf, a pg, and innumerable turrets in a matter of minutes. i felt kind of bad for using such a lame tactic until i realized that they could have easily gotten into the vent and pwned me.
my advice is to get into the vent and take them out from behind. the vents in 2.0 have been redesigned to be as much help to marines as they are to aliens.
as for the gorges getting on top of the overhang, you can take them out by shooting from the other side of the room. i'm fairly sure that there aren't any spots where you can't be hit, but i may be wrong. You may have to tower, but its not that hard. a team of three marines can easily get into most spots in the map by towering. it takes some teamwork but is well worth it.
Comments
First - don't place the TF is stupid places. Likewise your PG. If you think I am degrading your intelligence, think again. I've seen PGs beside vents where I can lerk my brains out all over them. Satcomm is a prime example. TF/PG beside vent also opens the door wide for gorge bilebombs.
Second - the trick to holding holo (and most RTs) is not being IN holo. Defend the routes INTO holo, not holo itself. Once any alien gets into a room it'll case it for hidey holes vulernable holes. Aliens can switch from any class to another, so if they spot a hole they can exploit it much more quickly than a marine can.
Third - if you defences are AROUND holo and one alien gets past, its cheaper to replace two RTs than your entire turret farm, PG, Armory, IP, CC, etc etc etc. If you've turrets around holo at choke points leading to it, then if the aliens get past you've only to worry about the RTs, whereas your valuable choke points are still standing.
Thats all IMHO but seriously, too many RTs are lost because the Comm digs in AT the RT, not a more strategic point close by.
Little known secret, there is a grill there. Walk under the bilebombing gorge, and shoot him in the tummy. If he's dodging the shots coming up through the grill, someone else in the room will get a shot at him.
And range on bile isn't great. Build back a ways, make him walk into view to bile. And weld.
I hate commanders that place things in easy bilebomb range of vents, except when I love commanders that place things in easy bilebomb range of vents. Depends on if I'm bombing or being bombed.
It also has the added bonus of being an onos deterrent. Charge doesn't work as well when you can't hit more than one building at once, and onos tend to get slowed down alot by scattered turrets, rather than a small group they can jump over. Slowing down an onos means you have more time to kill the bugger.
my advice is to get into the vent and take them out from behind. the vents in 2.0 have been redesigned to be as much help to marines as they are to aliens.
as for the gorges getting on top of the overhang, you can take them out by shooting from the other side of the room. i'm fairly sure that there aren't any spots where you can't be hit, but i may be wrong. You may have to tower, but its not that hard. a team of three marines can easily get into most spots in the map by towering. it takes some teamwork but is well worth it.